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Returning Magic Weapons + Full Attack
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<blockquote data-quote="Greenfield" data-source="post: 7264996" data-attributes="member: 6669384"><p>In first edition our standard round was the "Four Ms", in order: Missile, Magic, Movement, Melee.</p><p></p><p>Movement and Melee could be reversed, in some cases, but Missile attacks went first. Not a true "initiative bonus", in that the numbers didn't change, but since they were resolved first it acted like one. </p><p></p><p>In 3.*, where the timing of damage in the round is more significant for spell casters, it makes sense to muddle that a bit. (In 1st ed any damage taken in the round, at all, fouled a spell, no dice roll. In 3.* it has to occur *while* the spell is being cast, either through AoO, Readied Action on the part of the attacker, or ongoing damage.)</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7264996, member: 6669384"] In first edition our standard round was the "Four Ms", in order: Missile, Magic, Movement, Melee. Movement and Melee could be reversed, in some cases, but Missile attacks went first. Not a true "initiative bonus", in that the numbers didn't change, but since they were resolved first it acted like one. In 3.*, where the timing of damage in the round is more significant for spell casters, it makes sense to muddle that a bit. (In 1st ed any damage taken in the round, at all, fouled a spell, no dice roll. In 3.* it has to occur *while* the spell is being cast, either through AoO, Readied Action on the part of the attacker, or ongoing damage.) [/QUOTE]
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Returning Magic Weapons + Full Attack
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